// Made with Amplify Shader Editor v1.9.9.4
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "Soung/Post/PostRadius"
{
	Properties
	{
		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
		[Header(Setting)][Enum(UnityEngine.Rendering.CullMode)] _CullingMode( "剔除模式", Float ) = 0
		[Enum(Blur,0,BlurChroma,1)] _BlurOrChroma( "特效模式", Float ) = 0
		[Header(Blur)] _BlurPower( "径向模糊强度", Range( -1, 2 ) ) = 1
		_BlurCenter( "径向模糊原点", Vector ) = ( 0.5, 0.5, 0, 0 )
		[Enum(Material,0,Custom2x,1)] _BlurPowerMode( "径向模糊强度模式", Float ) = 0
		[KeywordEnum( 4Blur,8Blur,12Blur )] _BlurDivission( "径向模糊细分", Float ) = 0
		[Header(Chroma)] _ChromaPower( "色散强度", Range( 0, 10 ) ) = 1
		[Enum(Material,0,Custom1w,1)] _ChromaPowerMode( "色散强度模式", Float ) = 0


		//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
		//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
		//_TessMin( "Tess Min Distance", Float ) = 10
		//_TessMax( "Tess Max Distance", Float ) = 25
		//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
		//_TessMaxDisp( "Tess Max Displacement", Float ) = 25

		[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
        [HideInInspector] _QueueControl("_QueueControl", Float) = -1

        [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
        [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
        [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}

		[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 0
	}

	SubShader
	{
		LOD 0

		

		Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Unlit" }

		Cull [_CullingMode]
		AlphaToMask Off

		

		HLSLINCLUDE
		#pragma target 4.5
		#pragma prefer_hlslcc gles
		// ensure rendering platforms toggle list is visible

		#if ( SHADER_TARGET > 35 ) && defined( SHADER_API_GLES3 )
			#error For WebGL2/GLES3, please set your shader target to 3.5 via SubShader options. URP shaders in ASE use target 4.5 by default.
		#endif

		#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
		#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"

		#ifndef ASE_TESS_FUNCS
		#define ASE_TESS_FUNCS
		float4 FixedTess( float tessValue )
		{
			return tessValue;
		}

		float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
		{
			float3 wpos = mul(o2w,vertex).xyz;
			float dist = distance (wpos, cameraPos);
			float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
			return f;
		}

		float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
		{
			float4 tess;
			tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
			tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
			tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
			tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
			return tess;
		}

		float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
		{
			float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
			float len = distance(wpos0, wpos1);
			float f = max(len * scParams.y / (edgeLen * dist), 1.0);
			return f;
		}

		float DistanceFromPlane (float3 pos, float4 plane)
		{
			float d = dot (float4(pos,1.0f), plane);
			return d;
		}

		bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
		{
			float4 planeTest;
			planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
			planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
			planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
			planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
			return !all (planeTest);
		}

		float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
		{
			float3 f;
			f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
			f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
			f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);

			return CalcTriEdgeTessFactors (f);
		}

		float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
		{
			float3 pos0 = mul(o2w,v0).xyz;
			float3 pos1 = mul(o2w,v1).xyz;
			float3 pos2 = mul(o2w,v2).xyz;
			float4 tess;
			tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
			tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
			tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
			tess.w = (tess.x + tess.y + tess.z) / 3.0f;
			return tess;
		}

		float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
		{
			float3 pos0 = mul(o2w,v0).xyz;
			float3 pos1 = mul(o2w,v1).xyz;
			float3 pos2 = mul(o2w,v2).xyz;
			float4 tess;

			if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
			{
				tess = 0.0f;
			}
			else
			{
				tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
				tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
				tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
				tess.w = (tess.x + tess.y + tess.z) / 3.0f;
			}
			return tess;
		}
		#endif //ASE_TESS_FUNCS
		ENDHLSL

		
		Pass
		{
			
			Name "Forward"
			Tags { "LightMode"="Grab" }

			Blend SrcAlpha OneMinusSrcAlpha
			ZWrite Off
			ZTest LEqual
			Offset 0,0
			ColorMask RGBA

			

			HLSLPROGRAM

			

			#define _SURFACE_TYPE_TRANSPARENT 1
			#pragma multi_compile_local _RECEIVE_SHADOWS_OFF
			#pragma multi_compile_instancing
			#pragma instancing_options renderinglayer
			#define ASE_VERSION 19904
			#define ASE_SRP_VERSION 140011


			

			#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3

			

			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile _ DYNAMICLIGHTMAP_ON
			#pragma multi_compile_fragment _ DEBUG_DISPLAY

			#pragma vertex vert
			#pragma fragment frag

			#define SHADERPASS SHADERPASS_UNLIT

			
            #if ASE_SRP_VERSION >=140007
			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
			#endif
		

			
			#if ASE_SRP_VERSION >=140007
			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
			#endif
		

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"

			
			#if ASE_SRP_VERSION >=140010
			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
			#endif
		

			

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"

			#if defined(LOD_FADE_CROSSFADE)
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
            #endif

			#define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
			#define ASE_NEEDS_TEXTURE_COORDINATES2
			#define ASE_NEEDS_TEXTURE_COORDINATES1
			#pragma shader_feature_local _BLURDIVISSION_4BLUR _BLURDIVISSION_8BLUR _BLURDIVISSION_12BLUR


			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
				#define ASE_SV_DEPTH SV_DepthLessEqual
				#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
			#else
				#define ASE_SV_DEPTH SV_Depth
				#define ASE_SV_POSITION_QUALIFIERS
			#endif

			struct Attributes
			{
				float4 positionOS : POSITION;
				half3 normalOS : NORMAL;
				float4 ase_texcoord2 : TEXCOORD2;
				float4 ase_texcoord1 : TEXCOORD1;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				float4 positionWSAndFogFactor : TEXCOORD0;
				half3 normalWS : TEXCOORD1;
				float4 ase_texcoord2 : TEXCOORD2;
				float4 ase_texcoord3 : TEXCOORD3;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float2 _BlurCenter;
			float _CullingMode;
			float _BlurPower;
			float _BlurPowerMode;
			float _ChromaPower;
			float _ChromaPowerMode;
			float _BlurOrChroma;
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			sampler2D _CameraColorAttachmentA;


			
			PackedVaryings VertexFunction( Attributes input  )
			{
				PackedVaryings output = (PackedVaryings)0;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

				output.ase_texcoord2 = input.ase_texcoord2;
				output.ase_texcoord3 = input.ase_texcoord1;
				output.ase_color = input.ase_color;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = input.positionOS.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif

				float3 vertexValue = defaultVertexValue;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					input.positionOS.xyz = vertexValue;
				#else
					input.positionOS.xyz += vertexValue;
				#endif

				input.normalOS = input.normalOS;

				VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
				VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS );

				float fogFactor = 0;
				#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
					fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
				#endif

				output.positionCS = vertexInput.positionCS;
				output.positionWSAndFogFactor = float4( vertexInput.positionWS, fogFactor );
				output.normalWS = normalInput.normalWS;
				return output;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 positionOS : INTERNALTESSPOS;
				half3 normalOS : NORMAL;
				float4 ase_texcoord2 : TEXCOORD2;
				float4 ase_texcoord1 : TEXCOORD1;
				float4 ase_color : COLOR;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( Attributes input )
			{
				VertexControl output;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				output.positionOS = input.positionOS;
				output.normalOS = input.normalOS;
				output.ase_texcoord2 = input.ase_texcoord2;
				output.ase_texcoord1 = input.ase_texcoord1;
				output.ase_color = input.ase_color;
				return output;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
			{
				TessellationFactors output;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
				return output;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
				return patch[id];
			}

			[domain("tri")]
			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				Attributes output = (Attributes) 0;
				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				output.ase_texcoord2 = patch[0].ase_texcoord2 * bary.x + patch[1].ase_texcoord2 * bary.y + patch[2].ase_texcoord2 * bary.z;
				output.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
				output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
				return VertexFunction(output);
			}
			#else
			PackedVaryings vert ( Attributes input )
			{
				return VertexFunction( input );
			}
			#endif

			half4 frag ( PackedVaryings input
						#if defined( ASE_DEPTH_WRITE_ON )
						,out float outputDepth : ASE_SV_DEPTH
						#endif
						#ifdef _WRITE_RENDERING_LAYERS
						, out float4 outRenderingLayers : SV_Target1
						#endif
						 ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);

				#if defined( _SURFACE_TYPE_TRANSPARENT )
					const bool isTransparent = true;
				#else
					const bool isTransparent = false;
				#endif

				#if defined(LOD_FADE_CROSSFADE)
					LODFadeCrossFade( input.positionCS );
				#endif

				#if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
					float4 shadowCoord = TransformWorldToShadowCoord( input.positionWSAndFogFactor.xyz );
				#else
					float4 shadowCoord = float4(0, 0, 0, 0);
				#endif

				float3 PositionWS = input.positionWSAndFogFactor.xyz;
				float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
				half3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
				float4 ShadowCoord = shadowCoord;
				float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
				float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
				float4 ScreenPos = ComputeScreenPos( ClipPos );
				half3 NormalWS = normalize( input.normalWS );

				float4 texCoord400 = input.ase_texcoord2;
				texCoord400.xy = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
				float custom2x401 = texCoord400.x;
				float lerpResult561 = lerp( _BlurPower , custom2x401 , _BlurPowerMode);
				float4 temp_output_55_0 = ( ( ScreenPosNorm - float4( _BlurCenter, 0.0 , 0.0 ) ) * 0.01 * lerpResult561 );
				float4 temp_output_78_0 = ( ScreenPosNorm - temp_output_55_0 );
				float4 BlurUV98 = temp_output_55_0;
				float4 temp_output_77_0 = ( temp_output_78_0 - BlurUV98 );
				float4 temp_output_79_0 = ( temp_output_77_0 - BlurUV98 );
				float4 temp_output_96_0 = ( temp_output_79_0 - BlurUV98 );
				float4 temp_output_110_0 = ( tex2D( _CameraColorAttachmentA, temp_output_78_0.xy ) + tex2D( _CameraColorAttachmentA, temp_output_77_0.xy ) + tex2D( _CameraColorAttachmentA, temp_output_79_0.xy ) + tex2D( _CameraColorAttachmentA, temp_output_96_0.xy ) );
				float4 temp_output_97_0 = ( temp_output_96_0 - BlurUV98 );
				float4 temp_output_100_0 = ( temp_output_97_0 - BlurUV98 );
				float4 temp_output_101_0 = ( temp_output_100_0 - BlurUV98 );
				float4 temp_output_102_0 = ( temp_output_101_0 - BlurUV98 );
				float4 temp_output_112_0 = ( temp_output_110_0 + ( tex2D( _CameraColorAttachmentA, temp_output_97_0.xy ) + tex2D( _CameraColorAttachmentA, temp_output_100_0.xy ) + tex2D( _CameraColorAttachmentA, temp_output_101_0.xy ) + tex2D( _CameraColorAttachmentA, temp_output_102_0.xy ) ) );
				float4 temp_output_104_0 = ( temp_output_102_0 - BlurUV98 );
				float4 temp_output_105_0 = ( temp_output_104_0 - BlurUV98 );
				float4 temp_output_106_0 = ( temp_output_105_0 - BlurUV98 );
				#if defined( _BLURDIVISSION_4BLUR )
				float4 staticSwitch109 = temp_output_110_0;
				#elif defined( _BLURDIVISSION_8BLUR )
				float4 staticSwitch109 = temp_output_112_0;
				#elif defined( _BLURDIVISSION_12BLUR )
				float4 staticSwitch109 = ( temp_output_112_0 + ( tex2D( _CameraColorAttachmentA, temp_output_104_0.xy ) + tex2D( _CameraColorAttachmentA, temp_output_105_0.xy ) + tex2D( _CameraColorAttachmentA, temp_output_106_0.xy ) + tex2D( _CameraColorAttachmentA, ( temp_output_106_0 - BlurUV98 ).xy ) ) );
				#else
				float4 staticSwitch109 = temp_output_110_0;
				#endif
				#if defined( _BLURDIVISSION_4BLUR )
				float staticSwitch116 = 4.0;
				#elif defined( _BLURDIVISSION_8BLUR )
				float staticSwitch116 = 8.0;
				#elif defined( _BLURDIVISSION_12BLUR )
				float staticSwitch116 = 12.0;
				#else
				float staticSwitch116 = 4.0;
				#endif
				float4 appendResult120 = (float4((( staticSwitch109 / staticSwitch116 )).rgb , 1.0));
				float4 blur264 = appendResult120;
				float4 AfterBlurUV129 = temp_output_78_0;
				float4 texCoord408 = input.ase_texcoord3;
				texCoord408.xy = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
				float custom1w420 = texCoord408.w;
				float lerpResult558 = lerp( _ChromaPower , custom1w420 , _ChromaPowerMode);
				float4 temp_output_139_0 = ( BlurUV98 * lerpResult558 );
				float4 temp_output_137_0 = ( AfterBlurUV129 - temp_output_139_0 );
				float4 temp_output_138_0 = ( temp_output_137_0 - temp_output_139_0 );
				float3 appendResult135 = (float3(tex2D( _CameraColorAttachmentA, temp_output_137_0.xy ).r , tex2D( _CameraColorAttachmentA, temp_output_138_0.xy ).g , tex2D( _CameraColorAttachmentA, ( temp_output_138_0 - temp_output_139_0 ).xy ).b));
				float3 sesan256 = appendResult135;
				float4 lerpResult594 = lerp( blur264 , float4( sesan256 , 0.0 ) , _BlurOrChroma);
				
				float3 BakedAlbedo = 0;
				float3 BakedEmission = 0;
				float3 Color = lerpResult594.xyz;
				float Alpha = input.ase_color.a;
				float AlphaClipThreshold = 0.5;
				float AlphaClipThresholdShadow = 0.5;

				#if defined( ASE_DEPTH_WRITE_ON )
					float DeviceDepth = input.positionCS.z;
				#endif

				#if defined( _ALPHATEST_ON )
					AlphaDiscard( Alpha, AlphaClipThreshold );
				#endif

				#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS)
					ShadowCoord = TransformWorldToShadowCoord( PositionWS );
				#endif

				InputData inputData = (InputData)0;
				inputData.positionWS = PositionWS;
				inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w );
				inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
				inputData.normalWS = NormalWS;
				inputData.viewDirectionWS = ViewDirWS;

				#ifdef ASE_FOG
					inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.positionWSAndFogFactor.w);
				#endif

				#if defined(_DBUFFER)
					ApplyDecalToBaseColor(input.positionCS, Color);
				#endif

				#ifdef ASE_FOG
					#ifdef TERRAIN_SPLAT_ADDPASS
						Color.rgb = MixFogColor(Color.rgb, half3(0,0,0), inputData.fogCoord);
					#else
						Color.rgb = MixFog(Color.rgb, inputData.fogCoord);
					#endif
				#endif

				#if defined( ASE_DEPTH_WRITE_ON )
					outputDepth = DeviceDepth;
				#endif

				#ifdef _WRITE_RENDERING_LAYERS
					uint renderingLayers = GetMeshRenderingLayer();
					outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
				#endif

				#if defined( ASE_OPAQUE_KEEP_ALPHA )
					return half4( Color, Alpha );
				#else
					return half4( Color, OutputAlpha( Alpha, isTransparent ) );
				#endif
			}
			ENDHLSL
		}

	
	}
	
	
	FallBack "Hidden/Shader Graph/FallbackError"
	
	Fallback Off
}
/*ASEBEGIN
Version=19904
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Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;558;134.7599,-4094.154;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;140;-35.59576,-4218.285;Inherit;False;98;BlurUV;1;0;OBJECT;;False;1;FLOAT4;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;129;-1805.114,-4492.427;Inherit;False;AfterBlurUV;-1;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;110;-714.6857,-4263.362;Inherit;False;4;4;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;112;-515.8807,-3679.933;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;113;-405.0478,-2726.277;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;117;-137.4642,-3515.751;Inherit;False;Constant;_Float3;Float 3;7;0;Create;True;0;0;0;False;0;False;4;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;118;-137.1201,-3439.808;Inherit;False;Constant;_Float4;Float 4;7;0;Create;True;0;0;0;False;0;False;8;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;119;-136.4783,-3365.774;Inherit;False;Constant;_Float5;Float 5;7;0;Create;True;0;0;0;False;0;False;12;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;139;278.4887,-4218.607;Inherit;False;2;2;0;FLOAT4;0,0,0,0;False;1;FLOAT;0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;130;266.7139,-4412.792;Inherit;False;129;AfterBlurUV;1;0;OBJECT;;False;1;FLOAT4;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;109;-199.1161,-3637.991;Inherit;False;Property;_BlurDivission;径向模糊细分;5;0;Create;False;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;3;4Blur;8Blur;12Blur;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;116;15.1711,-3464.572;Inherit;False;Property;;;5;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;4Blur;8Blur;Reference;109;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;137;458.9403,-4412.816;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;138;587.4817,-4240.776;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;142;709.4379,-4009.74;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;115;242.5609,-3636.378;Inherit;False;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.ComponentMaskNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;121;380.0628,-3636.516;Inherit;False;True;True;True;False;1;0;COLOR;0,0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;122;443.5662,-3558.765;Inherit;False;Constant;_Float6;Float 6;7;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;598;866.1603,-4439.181;Inherit;True;Property;_TextureSample0;Texture Sample 0;8;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;570;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;601;864.1648,-4231.389;Inherit;True;Property;_TextureSample12;Texture Sample 0;8;1;[HideInInspector];Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;570;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;605;863.958,-4021.44;Inherit;True;Property;_TextureSample13;Texture Sample 0;8;1;[HideInInspector];Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;570;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;135;1261.967,-4183.353;Inherit;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;120;597.3049,-3636.919;Inherit;False;FLOAT4;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;256;1407.26,-4182.935;Inherit;False;sesan;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;264;741.7109,-3637.514;Inherit;False;blur;-1;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;421;1713.845,-3259.709;Inherit;False;176;139;Comment;1;425;设置;1,1,1,1;0;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;257;1179.485,-3075.49;Inherit;False;256;sesan;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;265;1178.759,-3151.817;Inherit;False;264;blur;1;0;OBJECT;;False;1;FLOAT4;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;595;1210.096,-3000.356;Inherit;False;Property;_BlurOrChroma;特效模式;1;1;[Enum];Create;False;0;2;Blur;0;BlurChroma;1;0;True;0;False;0;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;402;1737.362,-3581.032;Inherit;False;custom2y;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;412;1275.272,-3509.486;Inherit;False;custom1z;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;425;1736.023,-3205.597;Inherit;False;Property;_CullingMode;剔除模式;0;2;[Header];[Enum];Create;False;1;Setting;0;1;UnityEngine.Rendering.CullMode;True;0;False;0;2;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;409;1273.272,-3585.486;Inherit;False;custom1y;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;410;1274.272,-3659.486;Inherit;False;custom1x;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;594;1439.853,-3100.987;Inherit;True;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;533;1493.919,-2882.692;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;323;5121.638,1378.331;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;324;5121.638,1378.331;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;True;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;325;5121.638,1378.331;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;326;5121.638,1378.331;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;327;5121.638,1378.331;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;SceneSelectionPass;0;6;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;328;5121.638,1378.331;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ScenePickingPass;0;7;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;329;5121.638,1378.331;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormals;0;8;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;330;5121.638,1378.331;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormalsOnly;0;9;DepthNormalsOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;True;9;d3d11;metal;vulkan;xboxone;xboxseries;playstation;ps4;ps5;switch;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;321;1329.524,-2514.272;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;322;1711.056,-3100.57;Float;False;True;-1;3;;0;13;Soung/Post/PostRadius;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;9;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;True;True;0;True;_CullingMode;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;True;True;2;5;False;;10;False;;0;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;True;True;2;False;;True;3;False;;True;False;0;False;;0;False;;True;1;LightMode=Grab;False;False;0;;0;0;Standard;27;Surface;1;638786581663575459;  Keep Alpha;0;0;  Blend;0;0;Two Sided;1;0;Alpha Clipping;0;638786581677440187;  Use Shadow Threshold;0;0;Forward Only;0;0;Cast Shadows;0;638786581681993037;Receive Shadows;0;638786581685379101;Receive SSAO;0;638977575662046066;GPU Instancing;1;638977575664855854;LOD CrossFade;0;638786581693938962;Built-in Fog;0;638786581691455043;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0;  Phong;0;0;  Strength;0.5,False,;0;  Type;0;0;  Tess;16,False,;0;  Min;10,False,;0;  Max;25,False,;0;  Edge Length;16,False,;0;  Max Displacement;25,False,;0;Write Depth;0;0;  Early Z;0;0;Vertex Position;1;0;0;10;False;True;False;False;False;False;False;False;False;False;False;;False;0
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WireConnection;104;1;99;0
WireConnection;105;0;104;0
WireConnection;105;1;99;0
WireConnection;106;0;105;0
WireConnection;106;1;99;0
WireConnection;107;0;106;0
WireConnection;107;1;99;0
WireConnection;420;0;408;4
WireConnection;78;0;579;0
WireConnection;78;1;55;0
WireConnection;582;1;101;0
WireConnection;77;0;78;0
WireConnection;77;1;99;0
WireConnection;96;0;79;0
WireConnection;96;1;99;0
WireConnection;79;0;77;0
WireConnection;79;1;99;0
WireConnection;593;1;107;0
WireConnection;592;1;106;0
WireConnection;591;1;105;0
WireConnection;590;1;104;0
WireConnection;584;1;102;0
WireConnection;580;1;100;0
WireConnection;577;1;97;0
WireConnection;111;0;577;0
WireConnection;111;1;580;0
WireConnection;111;2;582;0
WireConnection;111;3;584;0
WireConnection;114;0;590;0
WireConnection;114;1;591;0
WireConnection;114;2;592;0
WireConnection;114;3;593;0
WireConnection;575;1;96;0
WireConnection;572;1;79;0
WireConnection;571;1;77;0
WireConnection;570;1;78;0
WireConnection;558;0;141;0
WireConnection;558;1;559;0
WireConnection;558;2;560;0
WireConnection;129;0;78;0
WireConnection;110;0;570;0
WireConnection;110;1;571;0
WireConnection;110;2;572;0
WireConnection;110;3;575;0
WireConnection;112;0;110;0
WireConnection;112;1;111;0
WireConnection;113;0;112;0
WireConnection;113;1;114;0
WireConnection;139;0;140;0
WireConnection;139;1;558;0
WireConnection;109;1;110;0
WireConnection;109;0;112;0
WireConnection;109;2;113;0
WireConnection;116;1;117;0
WireConnection;116;0;118;0
WireConnection;116;2;119;0
WireConnection;137;0;130;0
WireConnection;137;1;139;0
WireConnection;138;0;137;0
WireConnection;138;1;139;0
WireConnection;142;0;138;0
WireConnection;142;1;139;0
WireConnection;115;0;109;0
WireConnection;115;1;116;0
WireConnection;121;0;115;0
WireConnection;598;1;137;0
WireConnection;601;1;138;0
WireConnection;605;1;142;0
WireConnection;135;0;598;1
WireConnection;135;1;601;2
WireConnection;135;2;605;3
WireConnection;120;0;121;0
WireConnection;120;3;122;0
WireConnection;256;0;135;0
WireConnection;264;0;120;0
WireConnection;402;0;400;2
WireConnection;412;0;408;3
WireConnection;409;0;408;2
WireConnection;410;0;408;1
WireConnection;594;0;265;0
WireConnection;594;1;257;0
WireConnection;594;2;595;0
WireConnection;322;2;594;0
WireConnection;322;3;533;4
ASEEND*/
//CHKSM=397C3BBF7A4C31D326845F02C7E73AC5CD853083